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@neoascetic neoascetic released this Apr 19, 2019

Android: Clear chat open flag on cancel or completion (#8478)
Assets 3

@neoascetic neoascetic released this Apr 16, 2019 · 1 commit to master since this release

Attend to review, re-arrange blank lines, update lua_api.txt
Assets 3

@neoascetic neoascetic released this Apr 15, 2019 · 1 commit to master since this release

Attend to review, re-arrange blank lines, update lua_api.txt
Assets 3

@neoascetic neoascetic released this Apr 14, 2019 · 4 commits to master since this release

World start time: Move to first full light (day night ratio = 1000) (…

…#8410)

6125 is the time of first full light according to 'get_node_light()',
and the time of first full light visually when basic shaders are on.
This is the optimum default new world start time, taking all possible
games into account.
The previous time assumed a game similar to Minetest Game. Games
should set this setting themselves according to their needs.
Assets 3

@neoascetic neoascetic released this Apr 13, 2019 · 4 commits to master since this release

World start time: Move to first full light (day night ratio = 1000) (…

…#8410)

6125 is the time of first full light according to 'get_node_light()',
and the time of first full light visually when basic shaders are on.
This is the optimum default new world start time, taking all possible
games into account.
The previous time assumed a game similar to Minetest Game. Games
should set this setting themselves according to their needs.
Assets 3

@neoascetic neoascetic released this Apr 7, 2019 · 11 commits to master since this release

Android settings: Use 'simple' leaves instead of 'fancy' (#8440)

'Fancy' leaves are intensive to render.
Also remove the unnecessary duplicated setting of 'chunksize'.
Assets 3

@neoascetic neoascetic released this Apr 6, 2019 · 16 commits to master since this release

Stabilise 'day night ratio' to fix object brightness flicker (#8417)

Previously, when basic shaders were enabled, the function
time_to_daynight_ratio() returned values jumping between 149 and 150
between times 4375 and 4625, and values jumping between 999 and 1000
between times 6125 and 6375, (and the corresponding times at sunset)
due to tiny float errors in the interpolation code.

This caused the light level returned by blend_light() to jump between
14 and 15, which became noticeable recently as those light levels were
given different visual brightnesses.

Add early returns to avoid the problematic interpolation, and to
avoid unnecessary running of the loop.
Assets 3

@neoascetic neoascetic released this Apr 5, 2019 · 16 commits to master since this release

Stabilise 'day night ratio' to fix object brightness flicker (#8417)

Previously, when basic shaders were enabled, the function
time_to_daynight_ratio() returned values jumping between 149 and 150
between times 4375 and 4625, and values jumping between 999 and 1000
between times 6125 and 6375, (and the corresponding times at sunset)
due to tiny float errors in the interpolation code.

This caused the light level returned by blend_light() to jump between
14 and 15, which became noticeable recently as those light levels were
given different visual brightnesses.

Add early returns to avoid the problematic interpolation, and to
avoid unnecessary running of the loop.
Assets 3
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